Murder Crows

Hideously transformed for their transgressions against others, murder crows creep into the battles of the Wicked Harvest to reap a deadly toll. Appearing seemingly from nowhere, these unnatural assassins are adept at singling out and eliminating vital targets to aid the armies of the grymkin.

Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.

Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.

Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.

Prey - Before the game starts (but after setting up) pick a model/unit in the enemy army. Gain +2 to hit and +2 damage against it - and if it dies pick another one to replace it.

Recent ReleaseThis model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Apart of the silly word-play, there's nothing extraordinary about the Murder Crows; they're the faction's light skirmish unit. If you had any experience with or against Strider Blightblades, Kayazy Assassins or Mage Hunter Infiltrators, you will know what to do with them. Either you can go backstabbing opposing solos and light infantry, or you can jam them in to halt the advance of the enemy (something they can do admirably, thanks to Advance Deployment, SPD 7 and Pathfinder). While Stealth protects you from ranged attempts, do not count on them staying on table for long, once they reached the enemy.

Their Theme Force gives them Ambush, which allows them to catch stray artillery pieces or elusive solos on the flanks. Attacking from the back with Gang makes them virtually MAT 10. As with most Ambush units, they also have Advance Deployment. If you don't expect your opponent to fall for the Ambush tactic, you have the option of deploying them far forward, and just use them as fast jamming bodies.

The above mentioned combo can be further capitalized by Prey - now we're talking about potentially MAT 12 P+S 13 attacks. If that model also happen to be the one, who triggered The Heretic's trump Arcana (or being re-assigned on, after the original target is killed), then each Crow delivers a whooping MAT 14 P+S 15 hit upon its prey.

... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.

If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

You can gain the Gang bonus vs knocked down/stationary models (refer to the latest Errata).

You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.

For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.